College of Trickery
BARD ARCHETYPE
With a swish of his cloak, the half-elf threw
several daggers at the gnoll before him. Many
of them miss, causing the gnoll to get cocky
and charge recklessly. As the gnoll
approaches, a smirk creeps up the half-elf’s
mouth as he draws daggers hidden within his
billowing cloak. These bards perform knive.
tricks, amazing sleight of hand shows and
fluid acrobatics to amaze crowds. The
College of Trickery is often looked down upon
and refered to as a “loose band of song
singing rogues.” When in fact, rogues use the
guise of stealth, this college employs a game
of wit to win battles. Exposing the enemy's
weakness is their game, and the rules are
never the same. With blades as sharp as their
tongues, they can turn the outcome of a battle
ina few seconds.
BONUS PROFICIENCIES
Beginning at 3rd Level, you gain expertise in
the Deception skill or proficiency in it if you
do not already, and proficiency in the
Poisoner's Kit
DECEIVE
Beginning at 3rd level, you gain access to
‘Tricks, you pick three of your choice and can-
swap one out every time you advance a level.
Tricks use a bonus action unless stated othe:
wise in the Trick itself. Tr
bardic inspiration die to use and use your
Deceive Save DC:
‘ks will expend one
Deceive Save DC =8 + your proficiency bonus +
your Dexterity or Charisma modifier (your choice)
Ifyou attempt to trick the same target twice
within an hour, they will have advantage
against your Deceive Save DC.
FLOURISH
At 6th Level, you gain Trick dice (8) equal to
your proficiency bonus. You may only apply
Trick dice to any target who failed a save
against your Deceive Save DC.
MISDIRECTION
At 14th level, when an enemy attempts a
melee attack against you or an ally within 5 ft
of you, as a reaction you can add your
proficiency bonus to your AC or your ally’
the attack misses, you can then direct the
attack (using the same rolls) towards another
target within the attack’s original range.
IrTricks
Just as much as they are games, as they are
tactics, tricks pray upon the gulliblity of
enemies rather than their physical
weaknesses.
UNNERVE
As an Action, pick two enemies who can hear
and understand you within 60 ft. they must
make a Charisma saving throw against your,
deceive save. If any fail, that target will have
disadvantage on saving throws and attacks
until the end of their next turn, Roll the bardic
inspiration die and all allies within the same
range gain temporary hit points equal to the
roll.
Mock
Asan Action, choose a target who can hear
and/or see you within 60 ft; They make a
Wisdom saving throw against your decieve
save lf they fail, they have disadvantage on all
attacks against other targets that's not you,
additionally they must move 15 ft. towards
you every turn. At the end of each of their turn
they may save against this effect again until
they are released or removed with the "Calm
Emotions" spell. The next attack made
against this target will gain the bardic
inspiration die in the attack roll.
SLEIGHT
On the next melee or ranged attack you make
against a target within your range, you can
apply a poison to your weapon before you
attack and apply your bardic inspiration die to
your attack roll
RATTLE
On the next melee attack you make, the target
must make a Constitution saving throw
against your deceive save and you may apply
the bardic inspiration die to the damage roll.
If they fail they will immediately break
concentration, and automatically fail
Intelligence/Wisdom saving throws until the
end of their next turn. They will also grant
advantage until then.
GAMBIT
As an Action, you choose a target who's
within range of attacking you and invoke an
oppurtunity attack from them. They making a
Wisdom saving throw against your deceive
save. If the target fails, the attack misses and
the target falls prone. You may then attack
and apply the bardic inspiration die to your
damage roll.
PILFER
On the next melee attack you make, apply the
bardic inspiration die to your damage roll and.
the target must make a Wisdom saving throw
against your Deceive save. If they fail, you can
steal anything on their person and they will
not notice. You may not steal equipped
armour, or any weapons they are wielding,
DELUDE
As an Action, you disengage from a target of
your choice within 15 ft. and roll the bardic
inspiration die to gain temporary hit points
equal to that roll. The next attack by anyone
made against you will be a disadvantage.